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The Last Blade 2/Mukuro: Difference between revisions

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Dracula X (talk | contribs)
Updating formatting, additions to some move descriptions
Line 5: Line 5:
{{MoveData
{{MoveData
|image=LB2_Mukuro_A.png
|image=LB2_Mukuro_A.png
|caption=Text
|caption=
|name=5A
|name=5A
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage= P 13/1 S 8/0
|version= Power
|damage= 13/1
|startup= 8
|startup= 8
|active= 2
|active= 2
|recovery= 22
|recovery= 22
|state=  
|state= Any
|frame advantage= P -1/-2 S -1/-16
|frame advantage= -1/-2
|meter gain= P 6/3 S 2/1
|meter gain= 6/3
|guard= M
|cancel= ○/○
|tech= Air
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 8/0
|startup= 8
|active= 2
|recovery= 22
|state= Any
|frame advantage= -1/-16
|meter gain= 2/1
|guard= M
|guard= M
|cancel= P ○/○ S ○/○
|cancel= ○/○
|tech= Air
|tech= Air
|description=Combos into 41236A for a quick damage confirm in any mode. Rebounds on block in power.  
|description=Combos into 41236A for a quick damage confirm in any mode. Rebounds on block in power.  
Line 25: Line 40:
{{MoveData
{{MoveData
|image=LB2_Mukuro_b+A.png
|image=LB2_Mukuro_b+A.png
|caption=Text
|caption=Start the party and ruin their day
|name=4A
|name=4A
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage= P 13/1 S 8/0
|version= Power
|damage= 13/1
|startup= 3
|active= 2
|recovery= 8
|state= Any
|frame advantage= +13/-2
|meter gain= 6/3
|guard= M
|cancel= ○/○
|tech= Air
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 8/0
|startup= 3
|startup= 3
|active= 2
|active= 2
|recovery= 8
|recovery= 8
|state=  
|state= Any
|frame advantage= P +13/-2 S +13/-2
|frame advantage= +13/-2
|meter gain= P 6/3 S 2/1
|meter gain= 2/1
|guard= M
|guard= M
|cancel= P ○/○ S ○/○
|cancel= ○/○
|tech= Air
|tech= Air
|description=BnB starter. Great range and very good in pressure. When it’s used on its own it’s one of very few moves in this game that is truly safe on block at -2.  
|description=BnB starter. Great range and very good in pressure. When it’s used on its own it’s one of very few moves in this game that is truly safe on block at -2.  
Line 45: Line 75:
{{MoveData
{{MoveData
|image=LB2_Mukuro_B.png
|image=LB2_Mukuro_B.png
|caption=Text
|hitbox=LB2_Mukuro_B.png
|hitbox2=LB2_Mukuro_B2.png
|caption=
|name=5B
|name=5B
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P 28/3 S 16/0
|version= Power
|damage= 28/3
|startup= 11  
|startup= 11  
|active= 1
|active= 2
|recovery=  
|recovery= 29
|state=
|state= Any
|frame advantage= P -2/-10 S -2/-22
|frame advantage= -1(-1)/-10(-10)
|meter gain= P 8/4 S 3/1
|meter gain= 8/4
|guard= M  
|guard= M  
|cancel= P ○/○ S ○/○  
|cancel= ○/○  
|tech= Air  
|tech= Air  
|description=
|description=
Line 63: Line 96:
{{AttackData-LB2
{{AttackData-LB2
|header=no
|header=no
|damage= P 28/3 S 16/0  
|version= Speed
|startup= - (12 in total)
|damage= 16/0  
|active= 1
|startup= 11
|active= 2
|recovery= 29
|recovery= 29
|state=  
|state= Any
|frame advantage= P -1/-10 S -1/-21
|frame advantage= -2(-1)/-22(-21)
|meter gain= P 8/4 S 3/1  
|meter gain= 3/1  
|guard= M
|guard= M
|cancel= P ○/○ S ○/○  
|cancel= ○/○  
|tech= Air
|tech= Air
|description=Main anti-air and combo tool in speed. Used for resets in power mode after 6C 646C. Links from 4A in power mode for a DM conversion. Rebounds on block in power.
|description=Main anti-air and combo tool in speed. Used for resets in power mode after 6C 646C. Links from 4A in power mode for a DM conversion. Rebounds on block in power. Hitstun changes slightly during the late hit, shown in brackets.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Mukuro_B2.png|2nd hit
</gallery>
  }}
  }}
}}
}}
Line 82: Line 113:
{{MoveData
{{MoveData
|image=LB2_Mukuro_f+B.png
|image=LB2_Mukuro_f+B.png
|caption=Text
|hitbox=LB2_Mukuro_f+B.png
|hitbox2=LB2_Mukuro_f+B2.png
|caption2=Yeah, the 2nd hit is smaller
|name=6B
|name=6B
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P 43/5 S 16/3
|version= Power
|damage= 43+10/5(1)
|startup= 23  
|startup= 23  
|active= 2
|active= 2-2
|recovery=  
|recovery= 27
|state=
|state= Any
|frame advantage= P +4/-10 S (-1)/(-21)
|frame advantage= +4(+6)/-10(-8)
|meter gain= P 12/6 S 3/1
|meter gain= 12+6/6+?
|guard= M  
|guard= M  
|cancel= P ×/× S ×/×
|cancel= ×/
|tech= Air  
|tech= Air  
|description=Rebounds in block in power. Not used often.
}}
}}
{{AttackData-LB2
{{AttackData-LB2
|header=no
|header= no
|damage= P 10/1 S 9/2  
|version= Speed
|startup= - (25 in total)
|damage= 16+9/3+2
|active= 2
|startup= 23
|active= 2-2
|recovery= 27
|recovery= 27
|state=  
|state= Any
|frame advantage= P +6/-8 S +1/-29
|frame advantage= -1(+1)/-21(-29)
|meter gain= P 6/? S 2/1  
|meter gain= 3+2/1+1
|guard= M
|guard= M
|cancel= P △/△ S ×/×
|cancel= x/x
|tech= Air
|tech= Air
|description=
|description=2-hit poke with average range. On block in power it will rebound and can cancel into pBC. Not used often. Second hit's frame data shown in brackets.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Mukuro_f+B2.png|2nd hit
</gallery>
  }}
  }}
}}
}}
Line 119: Line 150:
{{MoveData
{{MoveData
|image=LB2_Mukuro_C.png
|image=LB2_Mukuro_C.png
|caption=Text
|caption=Deceptively strong combo tool
|name=5C
|name=5C
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage= P 13/1 S 11/0
|version= Power
|damage= 13/1
|startup= 3
|startup= 3
|active= 3
|active= 3
|recovery= 14
|recovery= 14
|state=  
|state= Any
|frame advantage= P +6/-9 S +6/-9
|frame advantage= +6/-9
|meter gain= P 6/3 S 3/1
|meter gain= 6/3
|guard= M
|cancel= ○/○
|tech= None
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 11/0
|startup= 3
|active= 3
|recovery= 14
|state= Any
|frame advantage= +6/-9
|meter gain= 3/1
|guard= M
|guard= M
|cancel= P ○/○ S ○/○
|cancel= o/o
|tech= None
|tech= None
|description=Hits OTG. Cancelable in all modes, links to and from 4A and itself, can link from 2C.  
|description=Hits OTG. Cancelable in all modes, links to and from 4A and itself, can link from 2C.  
Line 139: Line 185:
{{MoveData
{{MoveData
|image=LB2_Mukuro_f+C.png
|image=LB2_Mukuro_f+C.png
|caption=Text
|caption=Deceptively strong neutral tool
|name=6C
|name=6C
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage= P 19/2 S 6/0
|version= Power
|damage= 19/2
|startup= 5
|active= 2
|recovery= 29
|state= Any
|frame advantage= -/-22
|meter gain= 6/3
|guard= M
|cancel= ○/○
|tech= None
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 6/0
|startup= 5
|startup= 5
|active= 2
|active= 2
|recovery= 29
|recovery= 29
|state=  
|state= Any
|frame advantage= P -/-22 S -/-22
|frame advantage= -/-22
|meter gain= P 6/3 S 3/1
|meter gain= 3/1
|guard= M
|guard= M
|cancel= P ○/○ S ×/×
|cancel= x/x
|tech= None
|tech= None
|description=Juggle and reset starter when canceled woth 646C. Links from 4A for bnb combos in power mode.
|description=A long range kick that causes a wallbounce. Juggle and reset starter when canceled with 646C. Links from 4A for bnb combos in power mode. Great poke in neutral thanks to fast startup, combo potential at range, and the hurtbox being positioned so high up that it allows the move to hit "over" most things that look like it would lose to at first glance.
  }}
  }}
}}
}}
Line 159: Line 220:
{{MoveData
{{MoveData
|image=LB2_Mukuro_pBC.png
|image=LB2_Mukuro_pBC.png
|caption=Text
|caption=
|name=BC(Power)
|name=BC(Power)
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage= 61/-
|damage= 61
|startup= 45~65
|startup= 45~65
|active= 7
|active= 7
|recovery= 48
|recovery= 48
|state=  
|state= Any
|frame advantage= -/-
|frame advantage= KD
|meter gain= 12/-
|meter gain= 12
|guard=  
|guard= UB
|cancel= ×/×  
|cancel= ×/×
|tech= None
|tech= None
|description=Description.
|description=An incredibly long range unblockable that can be delayed by holding the button. Rarely used due to long startup and recovery.
  }}
  }}
}}
}}
Line 179: Line 240:
{{MoveData
{{MoveData
|image=LB2_Mukuro_sBC.png
|image=LB2_Mukuro_sBC.png
|caption=Text
|caption=
|name=BC(Speed/EX)
|name=BC(Speed/EX)
|data=
|data=
Line 187: Line 248:
|active= 2
|active= 2
|recovery= 26
|recovery= 26
|state=  
|state= Any
|frame advantage= -/-22
|frame advantage= -/-22
|meter gain= 3/1
|meter gain= 3/1
Line 193: Line 254:
|cancel= ×/×  
|cancel= ×/×  
|tech= Ground, Air
|tech= Ground, Air
|description=One of the wortst universal overheads in the game. poor horizontal range makes it’s used limited.  
|description=One of the worst universal overheads in the game. Poor horizontal range makes it’s used limited. Like all universal overheads, it will force a stagger on crouch block or otherwise launch the opponent for possible juggles.
  }}
  }}
}}
}}
Line 199: Line 260:
{{MoveData
{{MoveData
|image=LB2_Mukuro_u+B.png
|image=LB2_Mukuro_u+B.png
|caption=Text
|caption=Break your joystick and their lifebar
|name=8B
|name=8B
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage= P 21/- S 19/-
|version= Power
|damage= 21/-
|startup= 31
|startup= 31
|active= 4
|active= 4
|recovery= 27
|recovery= 27
|state=  
|state= Ground
|frame advantage=  
|frame advantage= N/A
|meter gain= P 2/- S 1/-
|meter gain= 2/-
|guard=  
|guard= N/A
|cancel= P ×/× S ×/×
|cancel= ×/×
|tech=  
|tech= None
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 19/-
|startup= 31
|active= 4
|recovery= 27
|state= Ground
|frame advantage= N/A
|meter gain= 1/-
|guard= N/A
|cancel= x/x
|tech= None
|description=Hits OTG. Mash the directional buttons for more hits when it connects. Builds meter at a pace 2nd only to Zantetsu’s air Kunai for an otg attack.  
|description=Hits OTG. Mash the directional buttons for more hits when it connects. Builds meter at a pace 2nd only to Zantetsu’s air Kunai for an otg attack.  
  }}
  }}
Line 219: Line 295:
{{MoveData
{{MoveData
|image=LB2_Mukuro_CD.png
|image=LB2_Mukuro_CD.png
|caption=Text
|caption=Known for having minor inconsistencies between game versions, numbers based on the original MVS release
|name=Throw
|name=Throw
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage= P 2×8, 8×3, 10 (total 50) S 2×8, 7×2, 5, 9 (total 44)
|version= Power
|startup=  
|damage= 2×8, 8×3, 10 (total 50)
|active=  
|startup= 0
|active= -
|recovery= 33
|state= Any
|frame advantage= KD
|meter gain= 24
|guard= -
|cancel= -
|tech= None
}}
{{AttackData-LB2
|header= no
|version= Speed
|damage= 2×8, 7×2, 5, 9 (total 44)
|startup= 0
|active= -
|recovery= 33
|recovery= 33
|state=  
|state= Any
|frame advantage=  
|frame advantage= KD
|meter gain= P 24/- S 12/-
|meter gain= 12
|guard=  
|guard= -
|cancel=  
|cancel= -
|tech=  
|tech= None
|description=Thanks to crawl mixups your may find yourself using this a lot. Highest damage normal throw in the game.  
|description=Thanks to crawl mixups your may find yourself using this a lot. Highest damage normal throw in the game, while allowing for an OTG or your best oki.  
  }}
  }}
}}
}}
Line 240: Line 331:
* forward + B (Power and Speed) is not cancellable
* forward + B (Power and Speed) is not cancellable
* forward + C in Speed Mode is not cancellable
* forward + C in Speed Mode is not cancellable
====Speed chain====
{{MoveData
|image=LB2_Mukuro_AA.png
|caption=Text
|name=5A>A
|data=
{{AttackData-LB2
|damage= 8/0
|startup= 4
|active= 2
|recovery= 18
|state=
|frame advantage= +3/-12
|meter gain= 2/1
|guard= M
|cancel= ○/○
|tech= Air
|description=Description
}}
}}
{{MoveData
|image=LB2_Mukuro_ABC.png
|caption=Text
|name=C of 5A>B>C
|data=
{{AttackData-LB2
|damage= 28/0, 28/0
|startup= 9
|active= 4
|recovery= 22
|state=
|frame advantage= -/-19, -/-17
|meter gain= 4/2, 4/2
|guard= M
|cancel= ×/×, ×/×
|tech= All
|description=Description
}}
}}
*All moves in this section are exclusive to speed/EX mode


====Crouching====
====Crouching====
{{MoveData
{{MoveData
|image=LB2_Mukuro_d+A.png
|image=LB2_Mukuro_d+A.png
|caption=Text
|hitbox=LB2_Mukuro_d+A.png
|hitbox2=LB2_Mukuro_d+A2.png
|caption2=2nd hit
|name=2A
|name=2A
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P 7/0 S 5/0
|version= Power
|damage= 7+7/0
|startup= 6
|startup= 6
|active= 3
|active= 3-(3)-4
|recovery= 19
|recovery= 16
|state=  
|state= Any
|frame advantage= P +1/-6 S +1/-14
|frame advantage= +1(+3)/-6(?)
|meter gain= P 4/2 S 2/1
|meter gain= 4+4/2(?)
|guard= L
|guard= L
|cancel= P ×/○ S ×/×
|cancel= ×/○(x)
|tech= None
|tech= None
|description=
|description=
Line 303: Line 356:
{{AttackData-LB2
{{AttackData-LB2
|header=no
|header=no
|damage= P 7/- S 5/0  
|version= Speed
|startup= 3
|damage= 5+5/0
|active= 4
|startup= 6
|active= 3-(3)-4
|recovery= 16  
|recovery= 16  
|state=
|state= Any
|frame advantage= P +3/- S +3/-12
|frame advantage= +1(+3)/-14(-12)
|meter gain= P 4/- S 2/1  
|meter gain= 2+2/1+1
|guard= L
|guard= L
|cancel= P ×/× S ○/○
|cancel= x(o)/x(o)
|tech= None  
|tech= None  
|description=Description
|description=2 hit low. Rebounds on block in power.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Mukuro_d+A2.png|2nd hit
</gallery>
  }}
  }}
}}
}}
Line 322: Line 373:
{{MoveData
{{MoveData
|image=LB2_Mukuro_d+B.png
|image=LB2_Mukuro_d+B.png
|caption=Text
|hitbox=LB2_Mukuro_d+B.png
|hitbox2=LB2_Mukuro_d+B2.png
|caption=Hits low, then anti-airs
|caption2=2nd hit (mid)
|name=2B
|name=2B
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P 8/1 S 7/0
|version= Power
|damage= 8+24/1+3
|startup= 12
|startup= 12
|active= 10
|active= 10-(4)-2
|recovery=  
|recovery= 29
|state=  
|state= Any
|frame advantage= P (-16)/-6(-36) S (-16)/-6(-36)
|frame advantage= -16(-2)/-36(-10)
|meter gain= P 4/2 S 2/1
|meter gain= 4+8/2+4
|guard= L
|guard= L/M
|cancel= P ×/× S ○/○
|cancel= ×/×(o)
|tech= None
|tech= None/Air
|description=
|description=
}}
}}
{{AttackData-LB2
{{AttackData-LB2
|header=no
|header=no
|damage= P 24/3 S 19/0
|version= Speed
|startup= 4 (26 in total)
|damage= 7+19/0
|active= 2
|startup= 12
|active= 10-(4)-2
|recovery= 29  
|recovery= 29  
|state=  
|state= Any
|frame advantage= P -2/-10 S -2/-22
|frame advantage= -16(-2)/-36(-22)
|meter gain= P 8/4 S 3/1
|meter gain= 2+3/1+1
|guard= M
|guard= L/M
|cancel= P ×/○ S ○/○  
|cancel= ○/○  
|tech= Air
|tech= None/Air
|description=Description.
|description=2 hit normal, only a low on the first hit. 6f gap on switch guard.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Mukuro_d+B2.png|2nd hit
</gallery>
  }}
  }}
}}
}}
Line 359: Line 412:
{{MoveData
{{MoveData
|image=LB2_Mukuro_d+C.png
|image=LB2_Mukuro_d+C.png
|caption=Text
|caption=
|name=2C
|name=2C
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage= P 13/1 S 11/0
|version = Power
|damage= 13/1
|startup= 5
|startup= 5
|active= 3
|active= 3
|recovery= 15
|recovery= 15
|state=  
|state= Any
|frame advantage= P +5/-10 S +5/-10
|frame advantage= +5/-10
|meter gain= P 6/3 S 3/1
|meter gain= 6/3
|guard= L
|cancel= ×/×
|tech= None
}}
{{AttackData-LB2
|header=no
|version= Speed
|damage= 11/0
|startup= 5
|active= 3
|recovery= 15
|state= Any
|frame advantage= +5/-10
|meter gain= 3/1
|guard= L
|guard= L
|cancel= P ×/× S ○/○
|cancel= ○/○  
|tech= None
|tech= None
|description=Description.
|description=Fairly standard low that can start combos.
  }}
  }}
}}
}}
Line 379: Line 447:
{{MoveData
{{MoveData
|image=LB2_Mukuro_df+C.png
|image=LB2_Mukuro_df+C.png
|caption=Text
|caption=
|name=3C
|name=3C
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage= P 24/3 S 19/0
|version= Power
|damage= 24/3
|startup= 9
|startup= 9
|active= 7
|active= 7
|recovery= 23  
|recovery= 23  
|state=  
|state= Any
|frame advantage= P -/-21 S -/-21  
|frame advantage= KD/-21  
|meter gain= P 8/4 S 3/1
|meter gain= 8/4
|guard= L
|cancel= ○/○
|tech= None
}}
{{AttackData-LB2
|header=no
|version= Speed
|damage= 19/0
|startup= 9
|active= 7
|recovery= 23
|state= Any
|frame advantage= KD/-21
|meter gain= 3/1
|guard= L
|guard= L
|cancel= P ○/○ S ○/○
|cancel= ○/○  
|tech= None
|tech= None
|description=Checking low cancels into 646C.
|description=Checking low cancels into 646C. Advances slightly.
  }}
  }}
}}
}}
Line 400: Line 483:
{{MoveData
{{MoveData
|image=LB2_Mukuro_jA.png
|image=LB2_Mukuro_jA.png
|caption=Text
|caption=
|name=J.A
|name=J.A
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage= P 12/1 S 10/0
|version= Power
|damage= 12/1
|startup= 4
|active= 5
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain= 6/3
|guard= H
|cancel= ○/○
|tech= Air
}}
{{AttackData-LB2
|header=no
|version= Speed
|damage= 10/0
|startup= 4
|startup= 4
|active= 5
|active= 5
|recovery=  
|recovery= N/A
|state=  
|state= Any
|frame advantage= P -/- S -/-
|frame advantage= N/A
|meter gain= P 6/3 S 3/1
|meter gain= 3/1
|guard= H
|guard= H
|cancel= P ○/○ S ○/○
|cancel= ○/○  
|tech= Air
|tech= Air
|description=Fastest jump in. Can be used as instant overhead.
|description=Fastest jump in. Can be used as instant overhead.
Line 420: Line 518:
{{MoveData
{{MoveData
|image=LB2_Mukuro_jB.png
|image=LB2_Mukuro_jB.png
|caption=Text
|hitbox=LB2_Mukuro_jB.png
|hitbox2=LB2_Mukuro_jB2.png
|caption2=Active frames 13-14 & 15-16 respectively
|name=J.B
|name=J.B
|data=
|data=
{{AttackData-LB2
{{AttackData-LB2
|damage= P 24/3 S 13/0
|version= Power
|damage= 24/3
|startup= 12
|startup= 12
|active= 2
|active= 4
|recovery=  
|recovery= N/A
|state=  
|state= Any
|frame advantage= P -/- S -/-
|frame advantage= N/A
|meter gain= P 8/4 S 3/1
|meter gain= 8/4
|guard= H
|guard= H
|cancel= P ○/○ S ○/○  
|cancel= ○/○  
|tech= Air
|tech= Air
|description=
|description=
Line 438: Line 539:
{{AttackData-LB2
{{AttackData-LB2
|header=no
|header=no
|damage= P 24/3 S 13/0
|version= Speed
|startup= - (24 in total)
|damage= 13/0
|active= 2
|startup= 12
|recovery=  
|active= 4
|state=  
|recovery= N/A
|frame advantage= P -/- S -/-
|state= Any
|meter gain= P 8/4 S 3/1
|frame advantage= N/A
|meter gain= 3/1
|guard= H
|guard= H
|cancel= P ○/○ S ○/○  
|cancel= ○/○  
|tech= Air
|tech= Air
|description=Cross up.
|description=Cross up. Main jumping normal in neutral due to its gigantic hitbox serving as both an air-to-air and air-to-ground.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
LB2_Mukuro_jB2.png|2nd hit
</gallery>
  }}
  }}
}}
}}
Line 457: Line 556:
{{MoveData
{{MoveData
|image=LB2_Mukuro_jC.png
|image=LB2_Mukuro_jC.png
|caption=Text
|caption=
|name=J.C
|name=J.C
|data=
|data=
  {{AttackData-LB2
  {{AttackData-LB2
|damage= P 13/1 S 11/0
|version= Power
|damage= 13/1
|startup= 7
|startup= 7
|active= 4
|active= 4
|recovery=  
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain= 6/3
|guard= H
|cancel= ○/○
|tech= Air
}}
{{AttackData-LB2
|header=no
|version= Speed
|damage= 11/0
|startup= 7
|active= 4
|recovery= N/A
|state= Any
|frame advantage= N/A
|meter gain= 3/1
|guard= H
|cancel= ○/○
|tech= Air
|description= Air to air
}}
}}
 
 
====Speed chain====
{{MoveData
|image=LB2_Mukuro_AA.png
|caption=
|name=5A>A
|data=
{{AttackData-LB2
|damage= 8/0
|startup= 4
|active= 2
|recovery= 18
|state=  
|state=  
|frame advantage= P -/- S -/-
|frame advantage= +3/-12
|meter gain= P 6/3 S 3/1
|meter gain= 2/1
|guard= H
|guard= M
|cancel= P ○/○ S ○/○  
|cancel= ○/○
|tech= Air
|tech= Air
|description=Air to air.
|description=Mostly used as combo filler, as Mukuro's stagger pressure is already quite strong without relying on speed chains.
  }}
  }}
}}
}}
{{MoveData
|image=LB2_Mukuro_ABC.png
|caption=
|name=C of 5A>B>C
|data=
{{AttackData-LB2
|damage= 28/0
|startup= 9
|active= 4
|recovery= 22
|state=
|frame advantage= -/-19(-17)
|meter gain= 4/2
|guard= M
|cancel= ×/×
|tech= All
|description=Auto combo ender. Never sees use due to being air techable and undermining speed Mukuro's legendarily powerful combo game. Slightly different properties on late hit, shown in brackets
}}
}}
*All moves in this section are exclusive to speed/EX mode


==Special Moves==
==Special Moves==

Revision as of 21:48, 1 January 2023

Normals

Standing

5A
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 13/1 8 2 22 Any -1/-2 6/3 M ○/○ Air
Speed 8/0 8 2 22 Any -1/-16 2/1 M ○/○ Air

Combos into 41236A for a quick damage confirm in any mode. Rebounds on block in power.

4A
Start the party and ruin their day
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 13/1 3 2 8 Any +13/-2 6/3 M ○/○ Air
Speed 8/0 3 2 8 Any +13/-2 2/1 M ○/○ Air

BnB starter. Great range and very good in pressure. When it’s used on its own it’s one of very few moves in this game that is truly safe on block at -2.

5B

Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 28/3 11 2 29 Any -1(-1)/-10(-10) 8/4 M ○/○ Air
Speed 16/0 11 2 29 Any -2(-1)/-22(-21) 3/1 M ○/○ Air

Main anti-air and combo tool in speed. Used for resets in power mode after 6C 646C. Links from 4A in power mode for a DM conversion. Rebounds on block in power. Hitstun changes slightly during the late hit, shown in brackets.

6B

Yeah, the 2nd hit is smaller

Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 43+10/5(1) 23 2-2 27 Any +4(+6)/-10(-8) 12+6/6+? M ×/△ Air
Speed 16+9/3+2 23 2-2 27 Any -1(+1)/-21(-29) 3+2/1+1 M x/x Air

2-hit poke with average range. On block in power it will rebound and can cancel into pBC. Not used often. Second hit's frame data shown in brackets.

5C
Deceptively strong combo tool
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 13/1 3 3 14 Any +6/-9 6/3 M ○/○ None
Speed 11/0 3 3 14 Any +6/-9 3/1 M o/o None

Hits OTG. Cancelable in all modes, links to and from 4A and itself, can link from 2C.

6C
Deceptively strong neutral tool
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 19/2 5 2 29 Any -/-22 6/3 M ○/○ None
Speed 6/0 5 2 29 Any -/-22 3/1 M x/x None

A long range kick that causes a wallbounce. Juggle and reset starter when canceled with 646C. Links from 4A for bnb combos in power mode. Great poke in neutral thanks to fast startup, combo potential at range, and the hurtbox being positioned so high up that it allows the move to hit "over" most things that look like it would lose to at first glance.

BC(Power)
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
61 45~65 7 48 Any KD 12 UB ×/× None

An incredibly long range unblockable that can be delayed by holding the button. Rarely used due to long startup and recovery.

BC(Speed/EX)
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
19/0 22 2 26 Any -/-22 3/1 H ×/× Ground, Air

One of the worst universal overheads in the game. Poor horizontal range makes it’s used limited. Like all universal overheads, it will force a stagger on crouch block or otherwise launch the opponent for possible juggles.

8B
Break your joystick and their lifebar
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 21/- 31 4 27 Ground N/A 2/- N/A ×/× None
Speed 19/- 31 4 27 Ground N/A 1/- N/A x/x None

Hits OTG. Mash the directional buttons for more hits when it connects. Builds meter at a pace 2nd only to Zantetsu’s air Kunai for an otg attack.

Throw
Known for having minor inconsistencies between game versions, numbers based on the original MVS release
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 2×8, 8×3, 10 (total 50) 0 - 33 Any KD 24 - - None
Speed 2×8, 7×2, 5, 9 (total 44) 0 - 33 Any KD 12 - - None

Thanks to crawl mixups your may find yourself using this a lot. Highest damage normal throw in the game, while allowing for an OTG or your best oki.

  • A, B, and C can cancel in both Power Mode and Speed Mode
  • forward + B (Power and Speed) is not cancellable
  • forward + C in Speed Mode is not cancellable

Crouching

2A

2nd hit

Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 7+7/0 6 3-(3)-4 16 Any +1(+3)/-6(?) 4+4/2(?) L ×/○(x) None
Speed 5+5/0 6 3-(3)-4 16 Any +1(+3)/-14(-12) 2+2/1+1 L x(o)/x(o) None

2 hit low. Rebounds on block in power.

2B

Hits low, then anti-airs

Hits low, then anti-airs
2nd hit (mid)

Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 8+24/1+3 12 10-(4)-2 29 Any -16(-2)/-36(-10) 4+8/2+4 L/M ×/×(o) None/Air
Speed 7+19/0 12 10-(4)-2 29 Any -16(-2)/-36(-22) 2+3/1+1 L/M ○/○ None/Air

2 hit normal, only a low on the first hit. 6f gap on switch guard.

2C
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 13/1 5 3 15 Any +5/-10 6/3 L ×/× None
Speed 11/0 5 3 15 Any +5/-10 3/1 L ○/○ None

Fairly standard low that can start combos.

3C
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 24/3 9 7 23 Any KD/-21 8/4 L ○/○ None
Speed 19/0 9 7 23 Any KD/-21 3/1 L ○/○ None

Checking low cancels into 646C. Advances slightly.

Air

J.A
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 12/1 4 5 N/A Any N/A 6/3 H ○/○ Air
Speed 10/0 4 5 N/A Any N/A 3/1 H ○/○ Air

Fastest jump in. Can be used as instant overhead.

J.B

Active frames 13-14 & 15-16 respectively

Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 24/3 12 4 N/A Any N/A 8/4 H ○/○ Air
Speed 13/0 12 4 N/A Any N/A 3/1 H ○/○ Air

Cross up. Main jumping normal in neutral due to its gigantic hitbox serving as both an air-to-air and air-to-ground.

J.C
Version DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
Power 13/1 7 4 N/A Any N/A 6/3 H ○/○ Air
Speed 11/0 7 4 N/A Any N/A 3/1 H ○/○ Air

Air to air


Speed chain

5A>A
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
8/0 4 2 18 - +3/-12 2/1 M ○/○ Air

Mostly used as combo filler, as Mukuro's stagger pressure is already quite strong without relying on speed chains.

C of 5A>B>C
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
28/0 9 4 22 - -/-19(-17) 4/2 M ×/× All

Auto combo ender. Never sees use due to being air techable and undermining speed Mukuro's legendarily powerful combo game. Slightly different properties on late hit, shown in brackets

  • All moves in this section are exclusive to speed/EX mode

Special Moves

Bald Eagle Swoop - 214A/B

214A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

Description.

214B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

Description.

  • Mukuro swings his blade upwards and then it comes back around the ground
  • If Mukuro is hit while the blade is away from him, the attack will cancel and the blade must be retrieved
  • Follow up with Tsuibami (8B)

Rotation Evisceration - 623A/B

623A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

Description.

623B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

Description.

  • Mukuro sticks his spinning blade outward
  • A version is the blade moving forward, B version is the blade moving 45 degree angle
  • Follow up with pushing A/B repeatedly

Weasel's Slash - 41236A/B

41236A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 10/1, 6, 30 S 9/1, 4, 23 11 19 18 - P -/-18 S -/-18 P 2/2/1, 0/2/0, 0/2/0 S 1/1/1, 0/1/0, 0/1/0 M P ×, ×, × Air

Description.

41236B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

Description.

  • Mukuro charges to opponent and slash and flips off of opponent if it connects.

Land Licking Slider - 646C

646C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

Description.

  • Muruko charges toward opponent, won't stop till movement is stopped
  • Can go past opponent
  • Can be mistaken for Weasel's Slash

Scissor Slice - 214A/B (in air)

J.214A
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

Description.

J.214B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
- - - - - - - - - -

Description.

  • Muruko dives down from the air to the ground
  • A version has Mukuro diving straight down, B version moves him at a 45 degree angle.
  • Super Cancel able

Mercliless Mash - 63214C (close)

63214C
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 0, 1, 3×8, 5, 30 (total 60) S 0, 1, 3×8, 5, 19 (total 49) - - 42 - - P 4/0/- (total 22) S 2/0/- (total 11) - P × -

Description.

  • Mukuro knocks opponent to the ground to stab his opponent multiple times

Desperation Moves

Delirium Drubber - 236236AB

236236AB
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
P 5/1 (×17), 6/1 (×4), 32/4 S 4/1 (×17), 5/1 (×4), 21/2 23~53 2 (×20), 1 (×2) 43 - -/-32 - M - Air

Can be held to delay activation. Combos from B attacks and j.214A in any mode. does a lot of damage and decent chip if you need to close a round (and guard cancel isn’t a threat) Eats projectiles. You will always get all the hits vs a grounded opponent, in a juggle you won’t and you need to delay the DM a bit to get more hits. Juggling with this doesn’t come up often however.

Super Desperation Moves

Wild Hunger Wallop - 236236B

236236B
Text
DamageHow much damage the move does on hit/block. Characters in TLB2 have 256 health, but different defense modifiers. StartupNumber of frames for the move to become active, first active frame included. ActiveNumber of frames the move remains active for, and can hit the opponent on. RecoveryNumber of frames after the active frames for the move to end and the character to become actionable, unless canceled from. StateState your opponent must be in for the move to come out. Some moves can only be done when the opponent is on the ground, for example. Most moves can be done in any state. Frame AdvHow much sooner or later you can act on hit/block when compared to your opponent, assuming the move is not canceled. +2 means you can act 2 frames before your opponent, -2 means your opponent can act 2 frames before you MeterHow much meter the move builds on hit/block. A full bar of meter is 64 points. GuardWhether the move can be blocked standing, crouching, or both. L means it has to be blocked crouching, H means standing, M means it can be blocked either way. Some moves cannot be blocked. CancelWhether the move can be canceled on hit/block. ○ means it can be canceled and × means it cannot. △ means it has a special type of cancel, usually Desperation Move. TechWhether you can tech the move. Air techs are performed by pressing D in the air, ground techs are rolls performed during otg recovery.
0/0, 10 (×8), 77 19 20 22 - -/-14 - M - Air

Fast moving horizontal attack with a locked animation on hit. Can be juggled into. Fast enough to combo from anything cancelable (4A, 5A, and 5C need to be relatively close) In power mode 6C 646C 236236B is a great comeback tool. It partially ignores damage scaling - after the move connects all the hits of the animation do damage based on the hit it initially connected on. For example the combo 4A 6C 646C 236236B; the sdm’s damage is the same scaling as a 3rd hit in a combo. A dash 5C after this would get scaling based on the 4th hit of a combo.

  • 2323B is also accepted by the game as an input for this move.

Combos

  • Any combo listed not involving 22A/B can be started with a jump in. Combos involving 6C cancels will only work in power. Speed mode combos work in ex
  • J.214A 236236AB works in any mode.
  • He has 2 infinites that work in any mode. (4A 4A dash)xN, (4A 5B 646C)xN in power mode 4A 5B is a 1f link, in speed/ex it chains together making it far easier to preform in those modes. These are generally banned in competitive play, and Mukuro doesn’t really need them to begin with thanks to his high damage output.

Power Mode

4Ax2/3 6C, 214B 8B
4Ax2/3 5A 41236A 8B otg 
4A 6C 623B(mash) 236236B (corner)
4Ax2/3 6C 646C 623B (mash)
4Ax2/3 6C 646C 5B 646C (reset into mixups)
4Ax2 5B 236236AB/B 4A 5B is a 1f link in power
2C 4A combo of choice. Low starter. 4A done as 4AC makes the link marginally easier
4Ax2/3 6C 646C 236236B Sdm confirm from most distances (not in a corner) learn this
2C 5C 4A combo of choice
5Cx4 41236A 8B otg
J.214A 4A combo of choice

=EX Mode

Same as speed. You add sdm (236236B) to any combo after 5B/2B when you can as the only difference.

Power and Ex=

  • j.214B 236236AB 8B otg

Speed and EX Mode

4A 5A 5A 5B 41236A 8B bnb
4A 5A 5A 41236A. For when you are to far for 5B to connect 
Chain to 5B/2B 236236AB 8B otg
4A 5A 5A 5B 646C 5Cx4 41236A 8B advanced bnb that doesn’t break any rules in tournaments. Strangely linking 5C multiple times does more damage than another chain combo into 41236A
22A/B 5A 5B 5C 2C BC link 4A -> combo of choice. Using 4AC makes the link slightly easier. Worth learning if you play him in speed/ex.
22A/B 5A 5B 5C 2C 2C 6AC 623B (mash)x2 corner/near corner.
22A/B 5A 5B 5C 2C 2C 6AC 236236AB. Delay the dm a bit to get more hits as a juggle. less damage than other options but good for style. 

2B is interchangeable with 5B in these combos, and may be needed if you start a combo from farther out. When using 2B in combo you generally will cancel out of its first hit.

Super Speed Combos

A + B + C + A + B + C + A + B + qcf C
A + B + C + A + B + C + C + qcf B
A + B + C + d C + d C + f BC
A + B + C + d C + BC + qcf B
The Last Blade 2
General

FAQControlsSystemStrategy

Characters

Akari IchijoGenbu no OkinaHibiki TakaneHyo AmanoJuzoh KanzakiKaede (Original)KaedeKeiichiro WashizukaKojiroh SanadaKouryuMoriya MinakataMukuroRekka LeeSetsunaShigen NaoeShinnosuke KagamiYukiZantetsu